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DOCUMENTATION:
The controls for the Freedroid RPG game are as follows:
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Use the left mouse button to move around, talk to friends or attack
enemies.
Hold down the left mouse button to keep moving.
Hold down Ctrl key to activate running.
If you press the shift button in addition to the left mouse button,
you will only attack and not move. (is this implemented already?)
Use the right mouse button to activate your currently readied skill or
spell.
Use the I key to open or close the inventory screen.
Use the C key to open or close the character screen.
Use the S key to open or close the skills screen.
Use the Tab key to turn on/off the automap feature.
Use the L key to open your quest log.
Use the T key to toggle transparency for walls, usefule if you want
to see clearly something that is hidden behind a wall.
Use the LEFT SHIFT key to make item names flash up, useful so that
no items can be missed easily.
Hold down the A key and left mouse click to attack and not move
Hold down the LEFT CTRL key to run instead of walk
Use the 1-9 keys to use an item from the quick inventory (see below)
Use F1-F10 to quick-ready a spell/skill.
Use F12 to take a screenshot which will be named Screenshot_XX.bmp
Space will immediately close all opened windows.
Escape will bring about the main menu.
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The health/mana display
The thing in the top left corner, that is only present in Freedroid
RPG and looks somewhat like a barometer with two needles is in fact
the scale of the Tux current health (red arrow) and magic (blue arrow)
energy. The zero is located at the left side, the absolute maximum at
the very bottom of the scale. Sorry, that there are no markings right
now. I hope we can correct that in the next verion of Freedroid RPG.
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Items, item damage and inventory
You can use the I key to open or close the inventory screen.
In inventory, you can equip and unequip your items. To do this,
simply click on the item you wish to equip, e.g. a sword. Then move
the mouse over the appropriate slot, in this case it would be the
weapon slot of the Tux and left-click again to place the item there.
When the mouse cursor is over an item, this items description will
flash up at the top or at the bottom of the screen. The information
presented to you there is manifold:
* The maximum duration of this item, i.e. how much damage this item
can take AT MOST until it finally falls apart.
* The current duration of this item. i.e. how much damage this item
can still stand before it falls apart.
* The damage a weapon can do in combat. (This is a base value. Which
high skill, you will be able to do a lot more damage than the value
presented for the weapon. But it's a good characterization of it.)
* The amount of protection this item gives in case of an armor, helmet
or the like.
* What magical properties this item has, i.e. if it gives some extra
strength to the wielder or some extra protection or the like.
When finding a new MAGICAL item that some hostile robot had in it's
pack, the properties of this item are not yet known to the Tux. He
can equip the item, but to use the magical properties, this item must
be identified first, which can be done at any weapon shop in the game.
Finally, the items the Tux is using will wear out with their continued
usage, i.e. the current duration will fall upon usage in case of
weapons and upon receiving hits in case of protection items. When an
item reaches critical level, i.e. less than 5 remaining duration
points, the item is close to falling apart and becoming useless
forever. Therefore in this case an item warning will appear at the
bottom of the screen with a blinking sign depicting the concerned
item. It might be best to unequip this item and have it repaired
later at the shop or simply to sell or drop it at the next best
occasion.
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Using the quick inventory
You will have noticed, that on the bottom of the inventory screen there
are small numbers 1-9 on some of the inventory squared.
These squares comprise the quick inventory. Any item that is directly
usable (like a health potion or a mana potion or the like) and that has
a size that fits into one such small inventory square will be availabe
for quick use by pressing the appropriate key (1-9) on the keyboard.
The items that are valid for quick inventory use will also be displayed
at the right border while combat is going on, so one can easily and without
opening the inventory screen use a health potion in case need arises.
(However the game is in my opinion so easy, that this will hardly ever
be nescessary :)
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The spells (and skills) available
When you press the S key, you will open/close the spells screen.
There are currently 10 spell levels with 5 spells (or skills) each
making up for a total of 50 spells availabe.
However, at the time writing, there are only 10 spells implemented.
To use one of these spells, simply left-click on the spell. You will
see the appropriate sign appear in the lower left corner of your
combat screen. Now that this spell is selected, you can choose to
cast it any time by right-clicking your mouse (somewhere into the
combat window). If you have the required mana, hte spell will then
be cast.
Most useful spells/skills
* HACKING (TAKEOVER) SKILL: This skill allows the Tux (or in the
classic freedroid the influence device) to take over a hostile
machine. Select the takeover skill from the skills menu. In order
to take over a machine, target the machine by left-clicking on it,
so that the white crosshair is fixed to it. Then, when you are
close enough to your target, press the right mouse button to
activate the takeover skill. When takeover occurs, this will bring
up the takeover subgame, where you first choose sides and then play
the game of logical circuits. If you win, you will gain the energy
of your target in addition to your previous energy.
Warning: In Freedroid RPG the enemies will have improved takeover
capabilities, i.e. they will play the takeover game with much
improved AI power.
(Not implemented: They might even get to choose sides if they are
special bots or if the hacking skill of the Tux in comparison to
the hacking skill of the target machine is much lower.)
(Not implemented: If the Tux wins the takeover, the victim machine
should remain a big item on the floor, that can later be sold in
the shop, hehe.)
Also the number of capsules available will now depend not on the
previous takeover like in Freedroid classic but on the hacking
skill of the Tux. Takeover loss will not mean immediate death for
the Tux, but comes with heavy loss of almost all energy, leaving
the Tux at least very vulnerable to attack.
* REPAIR SKILL: The repair skill allows you to repair equipment on
your own without using the stop for this task. The advantage is
that you don't have to go to the shop and that it's also free of
charge. However when doing such a makeshift repair, the item in
question will also lose a certain percentage of it's maximum
duration. Doing such repairs repeatedly can lead to items becoming
more and more fragile up to complete uselessness. (Not
implemented: The loss of maximum duration should be much less when
one is qualified in repair trade. This skill can be obtained
somewhere in the game.)
* TELEPORT HOME: This will instantly teleport you back into the small
camp where you have started the game. Note, that this spell
automatically sets the teleporter south of your starting position to
exactly the location you came from, so that you can get back to
where you just came from as easily as you came from there to the
resistance camp. Just take this teleporter. When casting the spell
again, the previous location will be forgotten and your current
source location will be stored for the teleporter. Was that clear?
:)
* POISON BOLT: Propably the most deadly of all combat spells so far:
Does some damage and also inflicts poisoning. (The subject will turn
green.) The damage per time AND the duration of the poisoning will
BOTH be cumulative, so that the mount of damage rises roughly with
the square of the poisoning inflicted. That's what makes the spell
potentially very dangerous.
Rules for spells
The ability to cast spells is to some degree present in every character,
i.e. every character starts out as a 'novice' spellcaster.
By spending some available skill points with a Teacher of the art of
magic, the player can become more proficient with casting spells.
The effect of this is twofold:
1. The proficient character will need less points of mana to
cast a certain spell
2. The proficient character will have a much higher chance of
hitting the intended target with spells that shoot out something
that looks and works like a bullet.
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Rules for melee combat
Every starting character has some basic ability to fight with melee
weapons, but only 'novice' techniques. Later, when spending skill points
with a teacher of melee weapons, the melee fighting ability can be
improved a lot. This effect happens twofold:
1. The time between two strikes with a melee weapon will be
decreased.
2. The damage done by melee strikes is higher
Rules for ranged combat
Every starting character has some basic ability to fight with ranged
weapons, but only 'novice' techniques. Later, when spending skill points
with a teacher of melee weapons, the melee fighting ability can be
improved a lot. This effect happens twofold:
1. The time between two shots with a ranged weapon will be
decreased.
2. The damage done by ranged weapon hits is higher
READY.
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